e12c89e8c9
Document version and how to extract sources in thirdparty/README.md. Drop unnecessary CMake and Premake files. Simplify SCsub, drop unused one.
96 lines
3.3 KiB
C++
96 lines
3.3 KiB
C++
/*
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Bullet Continuous Collision Detection and Physics Library
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Copyright (c) 2003-2009 Erwin Coumans http://bulletphysics.org
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This software is provided 'as-is', without any express or implied warranty.
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In no event will the authors be held liable for any damages arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it freely,
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subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#include "b3TriangleIndexVertexArray.h"
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b3TriangleIndexVertexArray::b3TriangleIndexVertexArray(int numTriangles,int* triangleIndexBase,int triangleIndexStride,int numVertices,b3Scalar* vertexBase,int vertexStride)
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: m_hasAabb(0)
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{
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b3IndexedMesh mesh;
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mesh.m_numTriangles = numTriangles;
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mesh.m_triangleIndexBase = (const unsigned char *)triangleIndexBase;
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mesh.m_triangleIndexStride = triangleIndexStride;
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mesh.m_numVertices = numVertices;
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mesh.m_vertexBase = (const unsigned char *)vertexBase;
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mesh.m_vertexStride = vertexStride;
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addIndexedMesh(mesh);
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}
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b3TriangleIndexVertexArray::~b3TriangleIndexVertexArray()
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{
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}
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void b3TriangleIndexVertexArray::getLockedVertexIndexBase(unsigned char **vertexbase, int& numverts,PHY_ScalarType& type, int& vertexStride,unsigned char **indexbase,int & indexstride,int& numfaces,PHY_ScalarType& indicestype,int subpart)
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{
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b3Assert(subpart< getNumSubParts() );
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b3IndexedMesh& mesh = m_indexedMeshes[subpart];
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numverts = mesh.m_numVertices;
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(*vertexbase) = (unsigned char *) mesh.m_vertexBase;
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type = mesh.m_vertexType;
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vertexStride = mesh.m_vertexStride;
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numfaces = mesh.m_numTriangles;
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(*indexbase) = (unsigned char *)mesh.m_triangleIndexBase;
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indexstride = mesh.m_triangleIndexStride;
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indicestype = mesh.m_indexType;
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}
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void b3TriangleIndexVertexArray::getLockedReadOnlyVertexIndexBase(const unsigned char **vertexbase, int& numverts,PHY_ScalarType& type, int& vertexStride,const unsigned char **indexbase,int & indexstride,int& numfaces,PHY_ScalarType& indicestype,int subpart) const
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{
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const b3IndexedMesh& mesh = m_indexedMeshes[subpart];
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numverts = mesh.m_numVertices;
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(*vertexbase) = (const unsigned char *)mesh.m_vertexBase;
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type = mesh.m_vertexType;
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vertexStride = mesh.m_vertexStride;
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numfaces = mesh.m_numTriangles;
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(*indexbase) = (const unsigned char *)mesh.m_triangleIndexBase;
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indexstride = mesh.m_triangleIndexStride;
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indicestype = mesh.m_indexType;
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}
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bool b3TriangleIndexVertexArray::hasPremadeAabb() const
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{
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return (m_hasAabb == 1);
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}
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void b3TriangleIndexVertexArray::setPremadeAabb(const b3Vector3& aabbMin, const b3Vector3& aabbMax ) const
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{
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m_aabbMin = aabbMin;
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m_aabbMax = aabbMax;
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m_hasAabb = 1; // this is intentionally an int see notes in header
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}
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void b3TriangleIndexVertexArray::getPremadeAabb(b3Vector3* aabbMin, b3Vector3* aabbMax ) const
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{
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*aabbMin = m_aabbMin;
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*aabbMax = m_aabbMax;
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}
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